Virtual worlds offer engaging, rich visual and auditory
experiences to their users. In them, players guide computer-based
avatars through virtual landscapes filled with realistic buildings,
objects, characters, and the avatars of other players. In the
commercial realm, games and online virtual communities attract
millions of devoted fans who spend large amounts of time and money
in these worlds. In recent years, interest in virtual worlds as
platforms for instruction and training has rapidly grown as
researchers and designers focus on their potential power as
learning environments. Educational virtual worlds are designed to
incorporate situated learning concepts of collaborative knowledge
building among communities of learners in contexts that closely
mimic the real world.
In this, the first text written specifically on how to design
virtual worlds for educational purposes, the authors explore: the
history and evolution of virtual worlds (commercial and
educational), the theories behind the use of virtual worlds for
learning, the design of curricula in virtual worlds, design
guidelines for elements experienced in virtual worlds that support
learning, and design guidelines for learning quests and activities
in virtual worlds. They also examine the theories and associated
design principles used to create embedded assessments in virtual
worlds. Finally, they offer a framework and methodology to assist
professionals in evaluating off-the-shelf virtual worlds for use in
educational and training settings.
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